Tempe's 1st attack misses anyway so no need for another roll, but can you make another attack roll for the 2nd attack. Also, pick a direction that Pinky teleports to (either forward, backward, left, right, or name a more specific direction) with Tempe, Zenodor and Irraxan.
This post has potentially manipulated dice roll results.
Bow takes aim at Chuul 2 for 3 quick shots:
Attack 1: 18 Damage: 19
Attack 2: 20 Damage: 18
BA Attack: 9 Damage: 21
When I damage it I will use brand of castigation; it will take 3 psychic damage each time it hits me or one of my friends within 5ft.
((At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.))
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Having teleported out of the Chuul's grasp thanks to Pinky, Z tries to increase the distance between himself and the nearest Chuul by moving upwards (flying speed from magic boots) as far as possible, at least 20ft upwards if there is space. If there is no room above to fly upwards, he will move awayas far as possible (so Chuul would at least trigger opportunity attack from the rest of the party if it follows). (Eldtrich blast has a 120ft range, so best to keep away from melee range)
Z then let loose bolts of Eldritch energy at the creature.
Bolt 1: Attack: 21 Damage: 10
Bolt 2: Attack: 25 Damage: 7
As a bonus action, Z uses Telekinetic Shove. DC15 on the Chuul, or it is pushed 5ft away in the opposite direction. So, with the original teleport of 15ft, Z's flying speed of 30ft, and potentially a 5ft shove, Z should now be a safe 45-50ft away from this Chuul. Not sure what the layout is, ideally this should be vertically if there is space in the cave. If not, in whichever direction puts Z furthest away from both this Chuul and its buddy.
(Z can have Irraxan change it's action, or have it follow you with the darkness... post whichever you choose, or anything different it does.)
I was sticking with separate Initiative for Irraxan for the duration of this encounter unless we want to change half-way through. so Irraxan still does:
Irraxan does not do anything interesting beyond staying near Z to share both with magical darkness.
... except that Zenodor who cast the Darkness failed his concentration, so the darkness has dissipated. Next time it's Irraxan's turn, Irraxan was goign to move to the nearest Chuul and provide Help action giving whoever next attacks it Advantage on the roll.
Irraxan is still naturally invisible - although I don't know how that work with creatures that can sense magic. They may be able to see Irraxan anyway.
This post has potentially manipulated dice roll results.
Randall:
Even the powerful magic of Freedom of Movement cannot keep the creature's claw from impacting the priest, and Randall's body writhes in pain as the tentacled creature momentarily grips him.
Poison Save: 20
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Randall:
Yet fortune is with him again--or perhaps divine blessing--as Randall fights off whatever soporific effect the tentacles have and easily steps out of the grapple thanks to his active spell. Taking on a defensive stance ( Dodge ), Randall calls on holy power to manifest a spectral mace and smite the foe!
Ok. Let's take a moment (short rest) before we carry on. If Pinky can be resummoned, maybe we sent the two familiars (Pinky, Irraxan) down the two paths to explore while the party takes a short break.
Zenodor is interested in where these creatures came from and what they were guarding or doing here. He suggests that they should explore the cave that goes deeper, rather than the one that goes up (presumably to the surface)
This post has potentially manipulated dice roll results.
Also, Zenodor searches the bodies of the Chuuls (e.g. for marks, chain, other signs they were controlled, and the area they were in (e.g. for buried treasure).
ooc: I guess Zenodor is rping this. I didn't see any quotation marks.
IC:
Tempe looks downwards then back at Z "I can summon my own familiar, for an hour but I can only see in its eyes a hundred feet.(like a normal familiar) Then I'll need a short rest. Irraxan will have to let us know if there is danger. and I'll have communicate with it when it gets back."
This post has potentially manipulated dice roll results.
Randall:
“I am good with a rest…It will give me time to bandage my wounds. Did anyone else notice that those creatures seemed to be attracted to magic?” observes Brother Randall.
Short Rest Spend HD: 17
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Bow didn't take much damage so uses the time that the others take a rest to investigate the cave exits -Any signs of other animal/monsters tracks in the exits- and to refill the clip of his crossbow with bolts.
Investigation: 21
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
There are no tracks of anything coming or going that you can discern but the well worn trail suggests hundreds if not thousands of uses in order to create such a trail.
Does this worn trail go down each of the caves (the one we came in, and the other two) or only one?
Do we have a sense of how far underground we are? Would there be more caverns above, or is that likely to be the way out? Or perhaps the way to the Natives' village?
This post has potentially manipulated dice roll results.
Before Pinky disappears Tempe summons his wildshape spirit instead of Pinky. A bat named Evermoor, Evermoor flies with Tempe's senses and circles for a hundred feet as far as he can go in all directions possible. Checking things a further 60ft with echo location seen and not seen by the naked eye.
"I am not one to go for a swim, so lets head into the cave leading to the chamber."
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Yes please
Perception rolls:
Zenodor 7
Irraxan, assuming he gets a separate roll. 4
(Yes, Irraxan has more Wisdom than Z)
Bow takes aim at Chuul 2 for 3 quick shots:
Attack 1: 18 Damage: 19
Attack 2: 20 Damage: 18
BA Attack: 9 Damage: 21
When I damage it I will use brand of castigation; it will take 3 psychic damage each time it hits me or one of my friends within 5ft.
((At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Having teleported out of the Chuul's grasp thanks to Pinky, Z tries to increase the distance between himself and the nearest Chuul by moving upwards (flying speed from magic boots) as far as possible, at least 20ft upwards if there is space. If there is no room above to fly upwards, he will move awayas far as possible (so Chuul would at least trigger opportunity attack from the rest of the party if it follows). (Eldtrich blast has a 120ft range, so best to keep away from melee range)
Z then let loose bolts of Eldritch energy at the creature.
Bolt 1: Attack: 21 Damage: 10
Bolt 2: Attack: 25 Damage: 7
As a bonus action, Z uses Telekinetic Shove. DC15 on the Chuul, or it is pushed 5ft away in the opposite direction. So, with the original teleport of 15ft, Z's flying speed of 30ft, and potentially a 5ft shove, Z should now be a safe 45-50ft away from this Chuul. Not sure what the layout is, ideally this should be vertically if there is space in the cave. If not, in whichever direction puts Z furthest away from both this Chuul and its buddy.
I was sticking with separate Initiative for Irraxan for the duration of this encounter unless we want to change half-way through. so Irraxan still does:
... except that Zenodor who cast the Darkness failed his concentration, so the darkness has dissipated. Next time it's Irraxan's turn, Irraxan was goign to move to the nearest Chuul and provide Help action giving whoever next attacks it Advantage on the roll.
Irraxan is still naturally invisible - although I don't know how that work with creatures that can sense magic. They may be able to see Irraxan anyway.
Randall:
Even the powerful magic of Freedom of Movement cannot keep the creature's claw from impacting the priest, and Randall's body writhes in pain as the tentacled creature momentarily grips him.
Poison Save: 20
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Randall:
Yet fortune is with him again--or perhaps divine blessing--as Randall fights off whatever soporific effect the tentacles have and easily steps out of the grapple thanks to his active spell. Taking on a defensive stance ( Dodge ), Randall calls on holy power to manifest a spectral mace and smite the foe!
Bonus Action: Spiritual Weapon : Attack: 22 Damage: 6
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Petcan swings his rapier up and thrusts towards chuul 2, casting green flame blade
Attack: 22 Damage: 10 + 5 fire damage + fire damage to chuul 1 if in range 12
(got the bonus fire damage sorted out this time I think)
Paladin - warforged - orange
Ok. Let's take a moment (short rest) before we carry on. If Pinky can be resummoned, maybe we sent the two familiars (Pinky, Irraxan) down the two paths to explore while the party takes a short break.
Zenodor is interested in where these creatures came from and what they were guarding or doing here. He suggests that they should explore the cave that goes deeper, rather than the one that goes up (presumably to the surface)
Also, Zenodor searches the bodies of the Chuuls (e.g. for marks, chain, other signs they were controlled, and the area they were in (e.g. for buried treasure).
Investigation 18
ooc: I guess Zenodor is rping this. I didn't see any quotation marks.
IC:
Tempe looks downwards then back at Z "I can summon my own familiar, for an hour but I can only see in its eyes a hundred feet.(like a normal familiar) Then I'll need a short rest. Irraxan will have to let us know if there is danger. and I'll have communicate with it when it gets back."
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Randall:
“I am good with a rest…It will give me time to bandage my wounds. Did anyone else notice that those creatures seemed to be attracted to magic?” observes Brother Randall.
Short Rest Spend HD: 17
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bow didn't take much damage so uses the time that the others take a rest to investigate the cave exits -Any signs of other animal/monsters tracks in the exits- and to refill the clip of his crossbow with bolts.
Investigation: 21
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Does this worn trail go down each of the caves (the one we came in, and the other two) or only one?
Do we have a sense of how far underground we are? Would there be more caverns above, or is that likely to be the way out? Or perhaps the way to the Natives' village?
Petcan shrugs at Randal’s observation. “They’re weird. Everything here is weird.”
Paladin - warforged - orange
Before Pinky disappears Tempe summons his wildshape spirit instead of Pinky. A bat named Evermoor, Evermoor flies with Tempe's senses and circles for a hundred feet as far as he can go in all directions possible. Checking things a further 60ft with echo location seen and not seen by the naked eye.
18Passive Perception 11
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(Wow Nat 20 on perception)
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
As he sits meditating on the spell. Tempe quietly relays what he has seen to the others.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
"I am not one to go for a swim, so lets head into the cave leading to the chamber."
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Randall:
Getting up from his rest, Randall says, “Sounds reasonable to me. Shall we head up?”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"